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Pre-Beta Gameplay Example: The Rise of Kir

Pre-Beta Gameplay Example: The Rise of Kir

[note: This game play example is being run inside the debugger so that if bugs are found during play they can be looked into on the fly].

Game Play Examples

If you’re not familiar with Stardock games, we like to play through them before release to the game flows. Does each sandbox game create a unique story? What kinds of things can we do to help players build on their own unique epic and which thing should we leave for the player to envision? Below is a random sand box game of Elemental: Fallen Enchantress alpha build 0.42.

 

The Rise of Kir-Frogbard

imageKir-Frogbard [custom sovereign] founded the Tasari Confederation [custom faction] after years of having acted as hired mercenaries for other lordlings in the wastes.

The Tasari, like many peoples out of the West, have aligned themselves with the principles of the Kingdoms of Elemental.

The Tasari are aware that out there, somewhere are 11 other opponents looking to spread their rule across the world.

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The early days of Tasari

The Winter of 162 AC

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The wilds and former bandit accomplices have either been converted to the Tasari way of life or destroyed.

Kir has recruited UIfnir, an old and rough man.

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He has the unusual trait of Enmity which means he really really hates the creatures of the wild and has a particular relish for killing them.

The other companion Kir met is Bannon Heighsley. This is an irony since Heighsley was the old governor of the town that got overrun by the Butchermen a full years back. A man of integrity and a keen eye for governance, he has great administration capabilities. But for now, he will need his strength with a sword to make the countryside safe for his adopted people.

Heighsley takes us to a hut he remembers where an old Fallen furrier lives.

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Heighsley buys one for himself and returns to Kir.

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Kir thought there was something amusing of seeing the old governor wearing a cloak made from the white timber wolves.

Heighsley reminds Kir that the old Krax bastard, Rostya still lives out in the nearby woods. He is holed up in his fortified farm house.  Soon enough, Kir and his party arrive.

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Rostya has cast his lot with the Empires.

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His compound is surrounded by the bones of..things.  It is a tough battle but with him removed, the countryside is safer.

 

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UIFnir hained valuable experience from the encounter.

Kir was unnerved at how tough Rostya turned out to be. With that in mind, he looks through the book of spells he uncovered long ago when he first discovered he was one of the fabled Channelers, able to cast magic.

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They don’t have armor but they have a magical alternative.

It was also decided that it was time to divide up the loot.

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After exploring a bit, they come across the Legend of Tandis, a tomb long thought lost and worth a great deal of experience. With it, Kir learns two new spells, Aura of Vitality and Heal.

The tale of Myrella

If the lands near the Tasari are tamer than the rumored Wild lands of the wastes, one can thank Myrella, the famed Mistress of the Mace who fought with the Azure Knights.  She has great magical knowledge but, like all non-channelers, cannot use that magic without being imbued or aided by an artifact.

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Unfortunately, she is not interested in joining the Tasari at this point. She quests for her brother and does not see you as a means to her ends without learning more about recruiting.

The Return of Magnar

In the North there is Magnar. Deadly enemy of the Kingdoms, Kir and his group accidentally step near his domain.

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The lands that Magnar…liberated emptied the native inhabitantts who formed a refugee camp.

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There was little Kir could do for them being this close to Magnar. It was a sorry sight.

The Arachnid Desert

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If Magnar controlled the north, what about the south? The answer, the Arachnids. Monstrous spiders who would keep their distance from a mighty group like Kir’s but would stalk and slay any weakly armed group that passed near their perilous lairs.

As powerful as Kir and his group were, they were still no where near lethal enough to tackle the lairs. Their off-spring on the other hand could be dealt with and Kir-Frogbard grew stronger as a result.

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Beyond the Desert

In the deep south is the Kingdom of Altar.

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Ruled by Relias, the Altar are a potential friend. Going any further south would require their permission.

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Passing through the lands of Altar Kir came across an interesting scene.

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A confrontation between Yithril and Ariena [a previous custom faction led by a previously made custom sovereign]. Watching curiously was a band of Darklings who would likely pick off the survivor.

Foolishly, Xander’s army went into the wild lands. No one survives the wild lands.

Pioneering

As previously observed, the desert lands to the south were too dangerous to be traveled lightly. The minute pioneers tried to traverse it, the Arachnids pounced.

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Kir cursed himself for traveling so far.

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Not that the twilight between the Kingdoms and the Wild Lands was exactly safe. Neverthless, Kir began to journey home.

He decided to try to cut through part of the Wild Lands.

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The Pioneers, however, had a different idea.  They would plead their case with Myrella to protect them. The Tasari had learned much on recruiting during this time. It was hoped that now she might be persuaded that the Tasari were viable enough to join.

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With Myrella now lending her might to the Tasari, an outpost was constructed near a vital Air shard (and then promptly destroyed by them once she left..)

It wasn’t until the Summer of 177 AC that Kir and his friends returned to the Tasari Confederation. Along the way they had many adventures and gained valuable experience but that is for a different tale. It was clear now that Kir would have to destroy the Desert fiends if the south were going to become open.

Kir and his friends first had pioneers construct an outpost near the Air Shard (again). Then they guarded it and waited.

It wouldn’t take long.

Spiders, however, weren’t the only fiends in the south…

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Kir’s old nemesis, Tar-Wardell, long thought dead, had managed to find refuge with the Addaraa.

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Myrella puts her famous Mace into action.

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Diplomacy

With the south cleared, Kir began to negotiate treaties with the other factions. It was a big world and with 8 years having passed, he was only familiar with a quarter of the continent.

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Kir began to consider another opportunity. With the Tasari wealth, perhaps they could be…convinced to go to war on the other Empires. If the Empires could devour themselves that would leave only the Kingdoms who could perhaps be persuaded to agree to Tasari hegemony.

 

Part 2

The world of 185 AC was tense. The Empire of Yithril was on the border, powerful and preparing for war.

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Kir-Frogbard, however, had been busy. Having found the legendary Obsidian shield of the Shrills, he and his high council were now amongst the most powerful beings in the world.

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It was time to bolster relations.

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Kir looked at the map, war with Yithril was inevitable.

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Warlord Verga was not the kind of being who one lived in harmony with. He was already at war with Magnar in the north. This was the time to move.

Verga, apparently, felt the same:

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To say Verga was powerful was an understatement:

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A powerful sorcerer and a fierce warrior, he was lethal on his own.

Luckily, he was an idiot (which means a pause as I fix code…)

music…

music…

You see, Verga believed himself so mighty that he would leave his city to challenge Kir and his army in single combat. This decision was foolish on a number of levels…code-fixing levels that is.

First, he left his city lightly defended.

Second, Kir wasn’t sure that even the mighty Verga could destroy them.

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Oh.

Wait.

I’m not sure I was right about his city not being well defended.

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The battle for Allhain-al-Assan

“Yes, it was arrogant presumption for Verga to march out and assume we would take his challenge rather than his city.”

Verga, however had different ideas…

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Verga would carve out a path of death and destruction within Kir’s territory. If Kir wouldn’t meet him on the field of battle, he would lay waste to the country side.

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(typo: Verga’s)

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Not the shard shrines!

Sigh. Yes. The Shard shrines.

Now, it was time for Kir to look at the collected loot during their brief campaign thus far.

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UIfnir graciously traded up his axe to a magical burning axe.

With Verga’s empire crumbling due to his poor decision making, it was time to hunt down Verga himself.

Kir was surprised to find Verga coming to them. Verga had gone out and around while Kir and his party were away.

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Kir had left the mistress of the Mace, lady Myrella in charge of the city while the rest of Kir’s army hunted the countryside for Verga.  Verga had done an end around the army looked to reclaim his city.

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(one might argue that it’s ridiculous for a strategy game to let players zoom in this close to units but it’s still cool to see all the customization they’ve done to one another).

Ultimately, Myrella was no match for Verga.

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The city was his.

Myrella was able to escape thanks to her loyal servants. But she would ever remember the wounds she encountered (a permanent hit to her constitution).

Kir would take on Verga. But not alone.

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Normally, Kir knew he was no match for Verga. But Myrella had wounded him. He was not at full strength. This was the opportunity to take the city and destroy Verga.

This could be Verga’s last stand.

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Good god is Verga powerful. He took down the Earth Elemental in one critical hit.

Kir tried to summon another earth elemental but Verga cast a counter spell. Now it would be a battle just between the two of them.

Victory. Just barely. If Verga hadn’t already been badly injured he would have succeeded in his scheme.

 

The War with Arienenue

It was a time of rebirth for the Tasari. The ravaged countryside gradually returned to where it was. The only concern came from the rising power of nearby Ariienue led by Xander (ironically, a faction and character I made for a previous game).

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They were sickeningly powerful.  But they had the Wildlands between them and us. Mostly.

 

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Meanwhile, Kir’s scouts reported that Magnar was questing in the Wildlands. Who knows what sorts of treasure he might find.

And Xander’s men had found a way through the lakes and swamps. This was unexpected. The war between Ariineue and the Tasari had just gotten hot.

The western part of the kingdom was defended only by Myrella. Her knowledge of magic had grown over the years, it was time to imbue her so that she could gain access to the shards through the Channeler Kir.

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First, with her earth magic, she began building a fence to slow Xander down down. By cutting Xander’s armies off from reinforcements, they could be taken out piece meal.

But the southern desert would never be the same…

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Unnatural mountains now acted as a fence. Unless Xander had an Earth Master, he would not be able to easily bring down that fence.

Now, Kir sent Myrella on the offensive.

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(I really can’t wait until all the new art assets get in…so…much…brown).

Anyway, Xander’s cavalry would be a problem.

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Surrounded, she still had one trick up her sleeve…her escape spell.

Xander would not be as easy to conquer as Verga (not to mention the game had been recompiled and reloaded to fix the errors Verga made – each time I play, I fix AI mistakes).

Escape would not be easy, Xander would track her down.

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And surround her again with no hope of escape. Even the Eastern swamps would be no refuge. Kir sensed Myrella was in trouble and sent a relief force to intercept.

Just as they were about to close in, Kir’s group caught up. Heavily outnumbered, it would be a question of magical might vs. mundane might.

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Kir and his apprentice versus a well armed, well equipped army. But an army without magic.

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[note, balance issue we’re still working on: spell damage vs. mundane damage, this will be one of the focuses of the public beta].

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Ultimately, a well equipped, medium sized army is now match for two high level magical users.

 

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But it was just a diversion. Having drawn Kir and his force out to save Myrella, the main body of Xander’s army struck from behind (I actually didn’t see this coming).

In the battle, Ulfnir is defeated and fordced to retreat. Luckily, a few lost teeth don’t have any stat effect.

Having pursued Xander in vengeance, Kir strikes a victory for the Tasari but at great cost – Myrella is killed.

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Now, Kir is isolated from his kingdom. His champion killed. His army wiped out and the cities between conquered.

And according to the map [I’m not sure if we should get to see this], Xander is training Archers.

To…be….continued….

Some notes about large maps…

They’re big. As you can see after many hours of play, I’ve only explored part of it. 

Update:

One of the unfortunate things about playing a beta is that I can’t continue this particular game. Too much has changed in the underlying game to keep my muti-day game going. Sad smile

152,888 views 81 replies
Reply #51 Top

Well, I think people are getting too hung up on what time unit one turn equals.  That's always been something that needs to be compromised in TBS games, with very few exceptions.  Hell, in Civ, a turn is 40 years at the beginning!  It takes centuries to walk between cities.

Besides, this isn't earth - who says 1 season is 3 months?

I'd be happy if they just called it a turn, rather than try to rationalize all of the building times and casting times to whatever arbitrary unit of time they've decided to associate with one turn.  Choose the building times and casting times to make the gameplay good, not based on some misguided attempt to reconcile it with the choice of time unit, which in reality is purely cosmetic anyway.  If the gameplay is better when Raise/Lower Land takes 3 turns because it allows opponents to cast counter spells, then make it take 3 turns.

 

Reply #52 Top

Quoting Frogboy, reply 38

Quoting Omnax1, reply 34
Quoting Sir_Linque, reply 33I don't know if I like the raise / lower land spells too much. The visuals of the unnaturally raised mountains are pretty ugly and kind of lay waste to interesting aspects of a map.

Are you completely sure that the land modifying spells are contributing to the game in a fun way?

 

I had same feeling about it. It kind of make hills and special map locations pointless. Would not be so bad if it would take several turns to lower the hill, with an ability to counter spell it. However, raising or lowering hills instantly does not sounds good to me.

I think we could probably get away with simply a raise land (from water) so that we still can have little islands near land.

 

I do not want it to be removed, do not get me wrong. I think its great spell and interesting one, but it can be really strong, and as such. This kind of spells should have some kind of restrictions, be hard to cast or should apply negative effect or cause some consequencies. 

But also I believe that terrain should matter, and be important most of the time. It is great to find some spot surrounded with hills, with resources and build city there and hope that the terrain itself will protect from most of the dangers. So the balance is the key. Removing it is not :-)

 

I always believed that this kind of spells, like raising land or lowering. Or flying, water walking actually add nothing to gameplay. They only allow you to easily skip content or reach certain positions, without any kind of danger or logistic problems. So in my own opinion they actually removing alot in terms of strategy and planning unless there are consequencies for using them.

Reply #53 Top

This is a good read Brad thanks! One of these day I want to make a AAR, I have to tools to do it but am lazy. O:)  

Hey brad question relating to the ai, nice to see they like to destroy your outposts, but will the ai even if out classed will they at least try to do hit and run on you say a smaller army will go up to a bigger army kill off a few units or maybe a champion if they are good enough and then try run away?

Also one last question on champions, will their be other types of champions, ie generals, governors, ambassadors, merchants, etc...? Say I throw a champ in a city who is good with money and he levels up slowly and becomes a better merchant? (different skill trees/trait trees?) (also the champ may unlock certain skills depending on how I develop that city too?)

I also agree on Anno 2070 has really nice ui too! The game was better than I was expecting it to be.

Reply #54 Top


I understand that some suspension of reality has to be done for games, that is why I said I could live with a 1 month turn. I wish it was customizable hehe. I would say just make it turns rather than seasons but I like the idea of having a year and dates, it helps me immerse in the game.

Reply #55 Top

Hey, I was only offering 1 month per turn as a suggestion.  You make some good points, and maybe it would just be better if turns did not have game time associated with it, like the way originally it was in WoM.

Reply #56 Top

Looking really great. I can't wait two get my hands on the beta. Two thoughts.

First, I love the new backgrounds for the diplomacy menus. They look really majestic and add a lot to the fantasy feel. Plus, the new armor looks great as well. Kudos to the art team.

Second, regarding the imbuing of Myrella, I think you've got the wrong word in the description. The text reads, "...You have chosen a strong vassal, Myrella, in which to depart some of your power." I think you mean to say "in which to impart some of your power."

Great job, Team Stardock. Keep up the good work!

Reply #57 Top

I'm reasonably impressed with the play and game in this thread although it is an aar which may hide some of the gameplay.

I would concur with some comments made in this thread. Terraforming needs to be balanced (and a massive effort to cast) and the AI needs to be able to use it very well otherwise it needs to be scrapped. There are so many game ideas that are cool in concept but destroy the AI. Obviously the AI is still being worked upon and the AI's use of magic also. 

However wind and water walking are spell options no?

Too many bland colours but then these art assets are apparently changing.. I wonder though. In the screenshots I've seen above you have toned down the appearance of dead tree forests it seems. Is this so?  If so, this is a good thing because I have advocated, and still do, the remaking of the ugly thick dead trees ingame.

The river reeds also imo need to be lighter in colour to blend into the surrounding terrain.. possibly they need thinning but I would do the reeds first and see how they go.

Are roads still in FE?

And where is Derek?!

Reply #58 Top


Nice touches, nice narrative!

It's interesting to see that the AI builds armies, but you don't.

The only worrying part is that armies are really not part of the story; they seem to be good for diversions, cannon-fodder, and giving you experience after they die. It would be nice if researching warfare, recruiting and training soldiers, and waging armed war with armies would be at least an option.

I really liked the "Tal-Wardell" bit. So you have custom enemies too? Nice touch!

Reply #59 Top

Thank you for taking the time to write all of this down, I'm excited to try this game hope the beta will begin soon.

Reply #60 Top

It's meant to begin on January 19 for those who bought WoM before beta entry closed, and January 26 for everyone else who has bought WoM at any stage after that.

Reply #61 Top

I still hope that you change your mind and let Kir-Frogbard marry Myrella and have offspring.  Don't worry about marrying the kids off, but the Sovereign having family gets the player more attached.  It is just a deeper game.  That was one of my favorite parts of Elemental.

Reply #62 Top

Quoting KingHobbit, reply 61
I still hope that you change your mind and let Kir-Frogbard marry Myrella and have offspring.  Don't worry about marrying the kids off, but the Sovereign having family gets the player more attached.  It is just a deeper game.  That was one of my favorite parts of Elemental.

 

This was one of my favorite parts too.  

Reply #64 Top

But if getting married has no effect than why would it be included? It's just a feature that has no purpose. If there were no offspring from or effects of the marriage I don't think it helps immersion at all. A full fledged dynasty system would be cool but I fully agree with their decision to scrap that and focus on other features.

Of course, a hybrid monster of FE and CK2 where you can control a dynasty of channelers as you try and expand your rule would be awesome.

Reply #65 Top

Text bug in description of Guardian II trait:

"Armies" is plural.  I think you were going for the posessive "Army's".  "+2 to the Army's Dodge".

Also, my comment on the look of the mountains is that they look very round.  Real mountains are not bulgy protrusions like the ground is trying to burp.  It is more difficult to achieve jagged mountains however.  Much easier to just bend the grid of the landscape, but give it some thought.

Reply #66 Top

Quoting juryal, reply 64
But if getting married has no effect than why would it be included? It's just a feature that has no purpose. If there were no offspring from or effects of the marriage I don't think it helps immersion at all. A full fledged dynasty system would be cool but I fully agree with their decision to scrap that and focus on other features.

Of course, a hybrid monster of FE and CK2 where you can control a dynasty of channelers as you try and expand your rule would be awesome.

 

No, still inlcude the offspring.  Just get rid of the part that you marry them off for diplomacy.

Reply #67 Top

Trespassing feature could be used like this :

- When you have no treaty at all with the AI, both of you can pass each other teritory, and can attack to each other (of course, will impact to both parties relation), then you can have a non aggression treaty that both party can't trespass each other territory (just like in Space Empire V).

Reply #68 Top

Nice read. I like these gameplay and AI testing journals. Keep them coming! I'm glad to see the AI is putting up a decent fight for you and you are tweaking the AI along your journey to help with their decision-making.

 ....And I hope you lose this game. And the next ones  :grin:

 

I think it would be a nice experiment to see if the AI could get past natural land barriers with raise or lower land spells, like the mountain you raised this game, and will show a preference to making shortcuts through such barriers  rather than sending an army the long way around. Likewise, I am curious to see if the AI could raise a defensive mountain like you did.

Reply #69 Top

Quoting juryal, reply 64
But if getting married has no effect than why would it be included? It's just a feature that has no purpose. If there were no offspring from or effects of the marriage I don't think it helps immersion at all. A full fledged dynasty system would be cool but I fully agree with their decision to scrap that and focus on other features.

Of course, a hybrid monster of FE and CK2 where you can control a dynasty of channelers as you try and expand your rule would be awesome.

 

You could also have some negatives if something were to happen to your spouse or children.  For example:

 

1.  Permanent loss to casting ability

2.  Temporary loss to production throughout the Kingdom/Empire (mourning the loss)

3.  Army they are with suffers loss of attack, defense, and accuracy for rest of combat.

4.  If stationed in a city, city suffers permanent hit to its prestige, production, and research.  (as you add new buildings and champions it eventually increases again, but from reduced number).

Reply #70 Top

FE really looks awesome, I'm really looking forward to the beta.

With that in mind and that I haven't played it yet (obviously), I it looks like a thing from WoM that really annoyed me, have past on to FE. That is that it looks like attack is the way to go in combat for the AI and by extension also the player (from these and previous screenshots and videos). In WoM the AI in my games almost beelined to the biggest weapons and almost ignored armour. I hope it's just these shots that showing it like this and that the beta and game is balances it out.

Just my thoughts, looking forward for the continuation of the story. :)

Reply #71 Top

Cool: "And according to the map [I’m not sure if we should get to see this], Xander is training Archers."

The AI never trained archers or Worg Riders in EWOM.

 

Reply #72 Top

Now THIS looks much improved. I checked out some of the other videos as well and I'm Very Glad you animated the rest of the members of a unit during an attack or defensive action (noticed this in FE-TacticalTest2) . My excitement for FE just peaked :). In fact, if I'm feeling well enough I may have to do a FE version of Undead Rising and get around to implementing the rest of the things I wanted to with the original version that I couldn't do when my health worsened.

I would say I'd commit to doing a new Undead Rising for FE, but sadly even though things we're going great with my doctors two months ago, once again things have went to crap with all these new laws just passed governing doctors and medications here in Florida. Plus I'd have to get back in touch with the members of my mod team who I've lost contact with mostly due to my health issues.

Overall though I'm Very Impressed with the direction FE has taken and the improvements (especially in the animations).

Question, Brad, if I may. Will FE be as easily modable as Elemental? Or will I have to relearn new techniques for modding FE?

Reply #73 Top

"And according to the map [I’m not sure if we should get to see this], Xander is training Archers."

 

I vote no here, unless you have a unit close enough to 'see' what's goin on or a spell/quest that allows one to see the 'unkown' in a given area for a bit

 

Oh.., and I've got an idea, what about a neutral trader that travels around with his wagon selling various unique items to those that have the money, the neat part would be the pony's ability to change it's color every turn (Pink being one of the colors ofcourse).  He wouldn't seperate with this pony he's picked up for any amount of gildar, but if you are tough enough (not likely) you can take it from'em.  The pony could have different attributes/bonuses every round depending on it's color: yellow increases speed, blue grants extra cold resist, white increases dodge, pink would be, well.., better let Lord Xia pick this one (don't say I didn't try man ;)

 

edit: I"m sorry to hear about your health RavenX, & not just because I was wanting that DragonLance mod

 

 

Reply #74 Top

Ultimately, a well equipped, medium sized army is no match for two high level magical users.

That sounds about right to me.  Magic is powerful.

That being said, use of high-power magic spells should carry a risk to the caster.  You can use the same mechanic as if the hero were defeated in battle.  Save against Intelligence and Luck or something like that.  The spell could still work, but the hero would be out of commission for a while, and carry a permanent disfigurement.

This would have the side-effect of making mundane armies a more reliable alternative/compliment to a few powerful of spell casters.

I recognize that might require some balancing, but it seems to me that it would be cool if one of the greatest dangers to spell casters was controlling their own power. 

Reply #75 Top

Quoting sweatyboatman, reply 74

Ultimately, a well equipped, medium sized army is no match for two high level magical users.

That sounds about right to me.  Magic is powerful.

That being said, use of high-power magic spells should carry a risk to the caster.  You can use the same mechanic as if the hero were defeated in battle.  Save against Intelligence and Luck or something like that.  The spell could still work, but the hero would be out of commission for a while, and carry a permanent disfigurement.

This would have the side-effect of making mundane armies a more reliable alternative/compliment to a few powerful of spell casters.

I recognize that might require some balancing, but it seems to me that it would be cool if one of the greatest dangers to spell casters was controlling their own power. 

 

I only like that idea if the drawback of using the powerful magic isn't permanent or death.  Otherwise it's just a reload.  The penalties of doing something have to flow with the game, not against it.  might even be better if it's not chance.  Cast this powerful ritual and you will be 100% out of commission for 3 turns.